TexTools for Blender

add-ons
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(supaworst) #201

I’m sorry for the bug but i’m glad to help you. These days i’m working a lot with your addon so if i’ll get other bugs or problems i write you here.

Anyway, after the renaming session and selecting every pieces (high/low poly) at once the explode feature works as a charm!

This addon is really going to be one of my favourites…


(supaworst) #202

Maybe i’ve found another bug. After baking without errors a tangent space normal map, i’ve tried to bake an ID map but is totally white.

I’ve assigned the materials to polygroups using your tool with the rainbow color scheme.

I’m also attaching you a screenshot of my texture hoping this could help.



(lynchon) #203

Hey there!

Just downloaded version 1.0 and i’m experiencing errors when baking a simple cube in the startup scene, nothing else.

Diffuse mode: ignores color and bakes all in white

Material id mode throw’s this error:

Bake ‘id_material’
Traceback (most recent call last):
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\op_bake.py”, line 60, in execute
ray_distance = bpy.context.scene.texToolsSettings.bake_ray_distance
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\op_bake.py”, line 133, in bake
assign_vertex_color(mode, obj)
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\op_bake.py”, line 377, in assign_vertex_color
modes[mode].setVColor(obj)
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\utilities_bake.py”, line 433, in setup_vertex_color_id_material
bpy.data.brushes[“Draw”].color = color
KeyError: ‘bpy_prop_collection[key]: key “Draw” not found’

Face selection bake mode give this error:

Bake ‘selection’
Traceback (most recent call last):
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\op_bake.py”, line 60, in execute
ray_distance = bpy.context.scene.texToolsSettings.bake_ray_distance
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\op_bake.py”, line 133, in bake
assign_vertex_color(mode, obj)
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\op_bake.py”, line 377, in assign_vertex_color
modes[mode].setVColor(obj)
File “C:\Users\Juan Manuel Lynch\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons extools\utilities_bake.py”, line 364, in setup_vertex_color_selection
bpy.data.brushes[“Draw”].color = (0, 0, 0)
KeyError: ‘bpy_prop_collection[key]: key “Draw” not found’

Btw this addon is amazing, and getting updates almost every week makes it even more amazing.

Thanks for it.


(renderhjs) #204

@supaworst
I suspect that you created materials in the ‘BLENDER RENDER’ engine mode, meaning all materials created in that mode do not render with Cycles which the ‘diffuse’ bake mode require. I added a warning in the upcomming version for this particular material should you not have the ‘cycles’ renderer enabled.
https://farm5.staticflickr.com/4659/26753326748_96facaba97_o.gif
The majority of all bake modes are using Cycles as its the more feature complete rendering engine for baking in blender. Only a few exceltions use the blender render engine.

@lynchon
This bug has been fixed and will be in the next release which is pretty much done. There was a hardcoded brush name in the code which seem to be different for some users than what it was for me at home.

New updates

I have been adding a new color ID tool to create colors based on directions of a model ![https://farm5.staticflickr.com/4793/39731814445_c6d2058df2_o.gif](https://farm5.staticflickr.com/4793/39731814445_c6d2058df2_o.gif) This is a technique that I used with a friend at work a lot e.g. this model uses this shading technique ![https://farm5.staticflickr.com/4605/39917323184_61c47b375f_o.png](https://farm5.staticflickr.com/4605/39917323184_61c47b375f_o.png)

There is now a AO and AO legacy bakde mode. The AO Legacy mode uses the blender render engine which does not support cage objects and the AO bake mode uses cycles.
https://farm5.staticflickr.com/4788/40585702092_d17d8d5faf_o.png

A new select flipped UV islands tool
https://farm5.staticflickr.com/4801/40627612851_92398ba3dd_o.png

A new wireframe bake mode
https://farm5.staticflickr.com/4699/25757067797_1a945ceaf0_o.png

A new displace bake mode

A new mesh texture tool :slight_smile: and plenty of bug fixes after receiving several feedback


(Jakasan) #205

Thanks, thanks, thanks… a lot


(jpthrash) #206

This add-on is developing real fast! Only the 32bit float normal map bakes is preventing me from fully using it in production :))

I got the following error while applying texel density to a mesh with a UVProject modifier on it. Obviously my bad but maybe there should be some source of or warning message.



(so3Datel) #207

I have the similar error message.
I think its happen if geometry have n-gons, interior faces or other.
If I select all n-gons and triangulate their, then this message disappeared.



(serviteur) #208

@ renderhjsThanks for sharing.


(jpthrash) #209

I’ll check that tomorrow at the office, thanks for pointing it out.


(renderhjs) #210

@jpthrash

I switched to 32 bit float in the code now (was easy), should be soon all 32 bit float. Then up to you if you save as 32 bit or less

@supaworst

Thanks I fixed that one today, will be in the next update

@jpthrash @so3Datel

I got the following error while applying texel density to a mesh with a UVProject modifier on it. Obviously my bad but maybe there should be some source of or warning message.

Yeah looking into that one, looks like some math issue when calculating the triangle areas using the herons forumula. Perhaps some 0 devision or something else. Will have a look at this soon.


(jpthrash) #211

Brilliant! Thanks for the quick response.

Update: Regarding the error, ngons doesn’t seem to a problem (on my tests at least). The UVProject modifier is a 100% reproducible.


(supaworst) #212

@renderhjs you are a hero mate!
The new upcoming features seems to be killer, i can’t wait to test them, specially the ID based on direction! i really would like to understand how far can i push it.
Please keep on with this amazing plugin, in my opinion is one of the best addon ever devoloped!


(renderhjs) #213

@so3Datel & @jpthrash
I am not able to reproduce the issue, got a blend file for me? Perhaps I am missing something. This gif shows a UV project modifier with target object and target UV channel slot and I have no issues editing the underlying UV channel as expected with TexTools Texel tools

That’s very nice of you, looking forward to some tests and artwork from you with that.


(so3Datel) #214

Just pick Texel density from this object.

Attachments

TD error.blend (880 KB)


(jpthrash) #215

http://pasteall.org/blend/index.php?id=49099

Here is a blend with the UVProject mod, I realized that even though the modifier is used and properly displayed in the viewport, somehow it fails to assign UV space to certain faces causing the issue with the texel density tool. I guess a Blender bug rather than TexTools.


(renderhjs) #216

@so3Datel
In your case you had some UV verts stacked on top of others, essentially pinched 2 or 3 verts of a triangle on top of each other. When I calculate the area this caused an error since its just a 2 dimensional line in your case. I extended the area calculation to deal with these areas. This gif demonstrates the issue area
https://farm5.staticflickr.com/4780/26827884208_bc7e689038_o.gif
Side note: Blender even grabs other verts with it when I move them because of the extreem dense scale and the default ‘Shared Location’ setting enabled.
https://farm5.staticflickr.com/4775/39989493414_e15fb7f4c8_o.png

@jpthrash
Your example has some very broken base UV’s. Yes the modifier generates the UV’s but the whole cube is stored as a single triangle in the UV layout.
https://farm5.staticflickr.com/4772/38889441020_d736aed830_o.gif
This looks to me like there are a lot of collapsed UV verts and if verts share the same location you can’t calculate or apply a texel scale. I changed TexTools so it returns a texel scale of 0 for the faces that are collapsed and void errors when scaling with those UV faces.
https://farm5.staticflickr.com/4775/25828367617_0bbc883a03_o.png
It’s this layout that TexTools will operate in, not the end result of the UV Project modifier unless you apply the modifier. So in your case when I create a proper base UV layout with all edges as seams then picking and applying the texel scale seems not to be an issue
https://farm5.staticflickr.com/4786/39989591524_af152ccb07_o.gif

So for both of you at least the errors should be resolved in the next version.


(marcatore) #217

@renderhjs
Am I right and you are developing something like the 3dsmax UVWMap modifier?
I hope yes…it could be simply fantastic… I know I can do it by myself but a “one-button” solution could be really useful.


(jpthrash) #218

Thank you very much for the clarification and the update renderhjs, keep up the great work.


(gman.vfx) #219

Great work & Thanks a lot renderhjs. How to apply real world scale for textures similar to 3dsmax


(gman.vfx) #220

Great work & Thanks a lot renderhjs. How to apply real world scale for textures similar to 3dsmax